R3d is a design for an interface for 3d rendering and computation without dependency
  on a specific rendering implementation. R3d includes a collection
  of 3D objects and geometry algorithms.
  All r3d interface functions are named *3d.  They represent generic functions that delegate 
  to implementation functions.
  
The interface can be grouped into 8 categories: Scene Management, Primitive Shapes,
  High-level Shapes, Geometry Objects, Visualization, Interaction, Transformation,
  Subdivision.
  
The rendering interface gives an abstraction to the underlying rendering model. It can
  be grouped into four categories:
    - Scene Management:
- A 3D scene consists of shapes, lights and background environment. 
- Primitive Shapes:
- Generic primitive 3D graphics shapes such as points, lines, triangles, quadrangles and texts. 
- High-level Shapes:
- Generic high-level 3D graphics shapes such as spheres, sprites and terrain. 
- Interaction:
- Generic interface to select points in 3D space using the pointer device. 
In this package we include an implementation of r3d using the underlying rgl.* functions.
  
3D computation is supported through the use of object structures that live entirely in R.
    - Geometry Objects:
- Geometry and mesh objects allow to define high-level geometry for computational purpose such as triangle or 
                             quadrangle meshes (see - mesh3d).
 
- Transformation:
- Generic interface to transform 3d objects. 
- Visualization:
- Generic rendering of 3d objects such as dotted, wired or shaded. 
- Computation:
- Generic subdivision of 3d objects. 
At present, the main practical differences between the r3d functions
  and the rgl.* functions are as follows.
  
The r3d functions call
  open3d if there is no device open, and the
  rgl.* functions call rgl.open. By default
  open3d sets the initial orientation of the coordinate
  system in 'world coordinates', i.e. a right-handed coordinate system
  in which the x-axis increases from left to right, the y-axis
  increases with depth into the scene, and the z-axis increases from
  bottom to top of the screen.  rgl.* functions, on the other
  hand, use a right-handed coordinate system similar to that used in
  OpenGL.  The x-axis matches that of r3d, but the y-axis increases
  from bottom to top, and the z-axis decreases with depth into the
  scene.  Since the user can manipulate the scene, either system can
  be rotated into the other one.
  
The r3d functions also preserve the rgl.material setting across
  calls (except for texture elements, in the current implementation), whereas
  the rgl.* functions leave it as set by the last call.
  
The example code below illustrates the two coordinate systems.